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Well, teamwork is one thing, but so far the only way they really interact is Tails lifting the others. Atm, at least 2 players must reach a certain point, that may be difficult to get to and limited to only some of the characters, at one time ... that is, the door switch. Even with the teleport device, they still have areas to get through that some characters can't.
It's true that the DNA doors will certainly help keep courses separate, but then where's the teamwork, as the players are separated as well?
It could be more interesting if they interacted with each other more, and if they traveled the same path, just limited through their individual abilities.
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good point J0nnJ0nes
after reading i imagined surge or maybe charge being able to throw other characters in the air, so they can reach higher
a hold-dash where one character holds the other, who starts running in circles until a certain speed only possible with springs.
and a "tag" card, a rare consumable item that allows to call another character to the current position. these could be found on secrets or else the game would become too easy



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I was going to mention Charge's throwing ability, but I hit a hitch in terms of interaction, so I wanted to leave it to be resolved later:
Think of the current Sonic, Tails and Knuckles. When using Tails, Tails can pick up any other character. How exactly would the throwing thing work with Charge, assuming you keep Tails in this situation? I'm guessing you have to be Charge to throw other characters, and you have to do so blindly. If you were Tails, and Charge automatically threw anyone in contact with him, then how would Tails pick Charge up? There would be a conflict of interaction there.
The only solution there would be to have a button to set Charge's "automatic action" mode to on/off: In this case, setting Charge's "automatic action" mode to on would cause him to throw all other characters, using the mechanics of the Sonic "cannon" to launch when desired (really, it makes Charge into a cannon). It overrides any other interactions that may be applied to him.... sounds really tricky to program. ![]()
With Charge's "automatic action" mode set to off, all normal interactions work (i.e. Tails can pick up Charge, instead of being launched like out of a cannon).
Same with the "hold-dash" that you mentioned, except that would probably be for Surge, or maybe another "automatic action" mode that you can switch to using yet ANOTHER button.
Hmmmm... it's sounding more and more like a turn-based, classic rpg, with action and spell menus.
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i believe it is much simpler. currently tails picks up other chars just by flying over their heads. all it needs to work is two taps on the jump button.
surge or charge's throwing ability makes up for the fact that neon only appears later in the game. also it could be used to break stuff at places where tails cant drop anyone. its not so redundant as the fly/glide thing.
also since neon has a special ability and charge too, the throwing ability should be surge's. this way he can throw neon so he can fly higher, and throw charge over places he can't climb (like a spiked wall for example)
edit: forgot to mention - just like tails' flight, the throw action can be done by double tapping "jump". once to jump, twice to throw any char in contact under the jumping spot. the direction is given by the d-pad or arrow keys. i've seen something similar in "tomba!" where you jump over anyone to grab, and the next jump is the throw.
Last edited by KZR (2010-11-19 13:04:12)



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